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Fixing salvo missiles

From: J L Hilal <jlhilal@y...>
Date: Mon, 14 Mar 2005 10:48:59 -0800 (PST)
Subject: Fixing salvo missiles

We have gotten our house rules for Salvo Missiles to where we like
them, and although I have given up trying to get salvo missiles really
fixed officially, I think there are a number of fixes that could be
made without going all the way to the "moving missile counter" method.

The following ideas can be implemented independant of one another.

Idea #1
The "# of missiles lock-on roll" is my biggest gripe.  Replace it with
a lock-on roll for each missile in the salvo.  The missile must roll
the required # or higher to successfully lock on the target.
0-1 MU = 1+
1-2 MU = 2+
2-3 MU = 3+
3-4 MU = 4+
4-5 MU = 5+
5-6 MU = 6+
(option: missiles which fail lock-on try against next closest target,
etc. until all possible targets exausted.  If missiles from a salvo
attack more than 1 target, maybe split salvo for PD purposes)
Missiles suffer -1 to hit per level of ECM (enhanced, superior) and -1
per level of stealth hull.

Idea #2)  
Salvo Missile Racks are really underutilized.  To encourage their use,
change SMR to 3 MASS & 12 PV (4 per MASS) or 15 PV (5 per MASS)

Idea #3)
1-arc SML = 2 MASS
5 arc SML = 4 MASS
if also adopt #2 above, 1- and 5-arc SMRs have same mass as
corresponding SML, but 4 or 5 PV/MASS.

Idea #4)
SM magazines take threshold checks as protected systems (like Core
Systems)

Idea #5)
change SM magazine to 3 MASS for 1st salvo, +2 MASS for second salvo,
+1 MASS per additional salvo, and 6 PV per salvo.

Idea #6)
Change ER missiles to be interchangable with standard SMs, but have
+50% range (compared to standard missiles) and 1d3 damage.
Add Long Range (LR) missiles with +100% range and 1 pt damage.
Add Heavy warhead missiles with -33% range and 2d6 damage.
Add X-Heavy warhead missiles with -50% range and 3d6 damage.

J

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